Alright, I have toyed around with the game a bit and would like to offer some feedback.

Overall, this is really fantastic! Cove fits right into the existing aesthetic of the game. Once again, I'm absolutely blown away.

Some feedback:

#1-The Cove T7, while awesome-looking, feels a bit too shiny to me (specifically on its underbelly). It makes it feel a bit "CGI" like. This isn't to imply that it looks bad at all; far from it, the creature looks fantastic. Just think that it could use a bit more touching up if you guys are inclined to do so.

#2-The walking sounds for the Cove units are a bit low compared to their vanilla counterparts, and are almost drowned out by the music as a result. You might want to consider increasing these in volume, as it's a bit of an immersion breaker when it sounds like no sound is coming from your troops' movements.

#3-The new Pikeman and Halberdier look amazing! They fit in with the uniforms of the other Castle units much better than their old models did. This was definitely a change for the better. Only quibble here is that the Halberdier's forward attacking animation is a little "wimpy"; he could use more oopmh in his arm movements.

Overall, my impressions are extremely positive, and I look forward to what you produce in the future!

Well, having not yet played the mod, I can't talk about that, but judging by KACCHON...KACCHING...Ka-something up there, the hilarious facial expressions that I love so much are kept intact.
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Regarding the length of the text, I don't believe it's important whether it's short or long, what is more important in my opinion is that you shouldn't have to go out of your play style to enjoy the plot. I recall playing some fan maps where events were located in front of every structures, towns and artifacts or so, and in order to fully enjoy the plot, you really had to go out of your way to explore the whole map and visit everything there was on it rather than the typical, explore, collect, expand and head straight to the victory.

In the original games, the story was conveyed through events at the start of the day, events hidden on important choke points on the map and cutscenes/text in between missions, stuff that was extremely hard to miss, so no matter your play style, no matter if you rushed straight to victory when you had your best unit or if you were the kind of player to dilly dally, explore every nooks and conquer every unoccupied towns, you would experience and enjoy the same plot, you wouldn't be penalized for playing efficiently. And if you finished a mission too quickly, you just had to save your game before the final fight, skip turns until the game run out of event messages, then reload and kill the last hero. As long it remains the same in the new campaigns, it will be fine for me.

And once more, I want to thank the HOTA team for all their years of hard work and to not give up to give us a tenth town, thank you for creating an expansion that aims to add stuff within the confines of the existing rules rather than change said rules and thank you inviting in the Forge team. I want to thank the Forge team for resurrecting the Forge which was our aborted meeting with history, and to both teams, thank you for bringing back these old characters and plotlines from previous Might And Magic and Heroes games, characters and stories we know and love, thank you for breathing new life in them and for keeping the NWCverse alive and kicking.

Hey, quick question; what happened to the RMG (is it incompatible with whatever changes the team has made?) and is it planned to be in future releases? I checked the OP and front page but couldn't find anything about that.